as for editing recipes, ive been able to edit the smelting recipes, specificly copper. Any of the lower level recipes should work, but this way, when ever i need any resouces, i just exit game, change the recipe for copperbar to produce something else, load up game again, and wallah, you have your mats. I just restarted the game, and using this method gave myself a stack of all the building resources, so i dont have to scour the universe for mats.

sure, player stats only take effect when you create a new character, so it means restarting, but since i can spawn in anything i want (apart from tech) you soon get back to where you were. Go to \SteamApps\common\Starbound\assets and open player.config

Near the bottom of the file, there settigns for stats, ive set mine as follows:

The only annoying thing is this makes your hp and energy really, REALLY long, though seeing as its so high, and you dont really need to see it anymore, i edited the interface config to hide the hp and energy bar, so all is well.To hide those 2 bars, i simply altered the coords for them to be offscreen, open the interface.config in same folder, and alter lines as below:

Offtopic, ive been playing around with the graphics for the game, i didnt like the color of my ship, or the beam in/out so i changed them to a more blue color, you can edit any png file and keep the transparency with this free online editor: Link i found, or whatever photo editor you like to use.

Dont forget to make backups before editing I created a backup of the entire assets folder to be safe.

BTW, If anyone does find a way of spawning in tech, let me know, i can spawn in the actual tech, but it jsut goes into my main inventory, and i cant do anythign with it, since normally when you pick it up, it is automaticly added to your tech list.

I've identified the item structure and was successful by adding new items. That's the good news but it's like I said a bit more complex and could be really trick to get it to work outside of manually reversing.

Basically the inventory holds only pointers to the items where the items are created on the fly, so the pointers are only valid on each run. Just need to find a way to get these pointers without reversing...